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TrueBlackWidowmaker

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About TrueBlackWidowmaker

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    Germany
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    Fallout 4
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    Oblivion, FO3, FNV, Nehrim, Skyrim, FO4, Enderral

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  1. Hi there from Germany, if you think this is a joke - it isn't. Well feminists always blame that mans see females just as (sexual) objects, instead as an equal partner. So I thought: "well yes, but perhaps not enough". An new mod idea was born. Why not using female body, now with CCBE (thanks at this point to Godfather of boobs and butts Caliente), as an unusual object in Fallout? As plants, turret guns, living room decoration and so on. OK, so I've started first with the females as plants idea. I've took body, and hands from CBBE and mixed them in Outfit Studio together. Then I've took then a raider mask for the head because I couldn't mix for unknown reasons head and body correct together. Well, I've changed diffuse-, normal-, and specular-maps so the whole think looks like black latex. I've mixed that together in outfit studio to a single nif-file. I ve had already programmed a "latex plant", as I've make already an "adhesive plant" before, that is working perfect. But when I replace the old latex-plant-nif, that is a copy of mutafruit plant, with the new latex-female-body-plant-nif, I can't harvest the plant anymore. I can see the plant in workshop menu, I can plant it, every think is working expect the harvesting of latex. I ve loaded a save point, on a point where I had several latex plants with fruits. With the old nif I can harvest the latex, after changing the nif-file and reloading same save point no more. So my question now is what makes a plant-nif to a plant-nif, or otherwise what must I do, so I can put full functionality to my new latex-female-body-plant? Sorry for my bad English, please answer in clear, easy words, and don't use phrases or hints. Black Widowmaker
  2. I have already made several functional material swaps, and I know how to do that. What I don't know is how to make a black material to be shiny as latex. I don't want a glossy effect - that's not the same effect as latex. A glossy effect make a surface making look somehow wet/oily. Its different as latex looks like in real life.
  3. well when you make a standalone mod, providing an esp, then its just adding a simple COBJ-record to your file. If you know what you do, its only a matter of 1-2min of work. Learn to understand what you have to do - so learn to make this easy step is a matter of days or weeks if never done before. So the first crafting recipe takes you some time to learn how to realize what you want to do. If you don't want to wait this time to publish your file, for what reason ever - you publish your file and let users have to "cheat it" with console. Its a common workaround for missing knowledge - nothing else.
  4. Hello @ all, I've moded some female outfits, for my overhaul. After finding out how material swap works, I begin to turn all of them to have material swaps. I would like to make most of them have also an latex version. Unfortenaly my knowledge about such thinks is just not existent. Which changes I have to make, so an outfit part looks not like a leather, cotton or other cloth, but have an latex structure effect, so that it is much more reflective like a blurred mirror? Sorry my bad English, hope you can understand what I mean. Please answers in easy clear words, don't use phrases or hints, where translators wouldn't help to understand. Black Widowmaker
  5. But its your place to close such annoying threats, or better delete them. http://orig15.deviantart.net/29b2/f/2013/011/5/b/don__t_feed_the_troll___by_blag001-d5r7e47.png
  6. I do a very simple renaming but most effective way to rename thinks: Example for weapons: 1a - Sniper xxxx-whatever 2b - Shotgun xyz 3d - Laser Riffle blabla first digit is the same as use to rebind the weapon to a shortcut. the letter after it is for variations all after that is a matter of taste. My way to rename armor: 1 - Hat 2 - under armor (like vault suit) 3 - harness armor 4 - right arm 5 - left arm 6 - right leg 7 - left leg the second letter stands for: L - leather M - metal C - combat S - synth all after that describes the legendary effect or whatever but is just a matter of taste so you have for example: 1S - Synth Hat of Action 5C - fast Leg of combat ... With this way all armor you are using is displayed first in the list and you have an overview of the material. The trick is just to use a digit as first char - then all your special equipment is always first.
  7. Hallo @ all, i want to make some skimpy versions of vanilla outfits. I have already found out how to add an alpha channel in Nifskope and i think it could work. My Problem now, is that under the clothes there is no skin. An Outfit like "Postman" for example, that hide all parts of the body have no skin under the clothes. Only a small part of the left arm is there, nothing else. So when i cut parts out of the outfit, by editing an added alpha channel of the dds file, the NPC model shows holes instead of skin. Can anybody tell me what i have to do, to add a complete body-Skin under the clothes? Sorry my bad english, please answer in easy clear words, and dont use hints or phrases, else i wouldnt understand, and translators cant help either.
  8. I would prefer a mod that let me scrap really everything of that trash, named Sanctuary. So i can build a brand new highrise building instead.
  9. Hallo @ all, the title says all. Is there a way or workaround to use ingame console commands without have to enter console? What i would like to do is following: I want to open console, choose an object, and then close console again, and reposition this object while i moving around with my char, by using a AHK-script thats contains several modpos, modangle, setpos, setangle and setscale commands. Normally i do that while in console mode, but in console mode i cant change view, or i am on the wrong position too see minor changes. So i have to switch always in and out of console mode, thats really nasty. Have somebody an idea for a workaround? Or is there a way to solve this problem with FO4Edit? I know there was a mod in Skyrim or FNV that do such thinks, but i cant remember the name. Sorry for my bad english, please answer in easy, clear words and dont use phrases, as i wouldnt understand that, and goggle translator couldnt help me either.
  10. Update: I ve tried out to crossmix tuxedo-feathered Dress and clean black suit - red Dress as a test and it is work for me perfect. I will upload it as a "test baloon" and wait what happens. If People are interested in it i would do more cross-mixes. As i know it works know, i had the next cool idea: Whatever clothing the male sole survivor found, as soon he equip it, it is a Bla©k Tuxedo. Without loosing his original name or stats. Simply just to have always the perfect look. No more wandering around like a jerk, tramp or trash can, but always dressed, as a man should always be dressed. Not only in games! Yes, i was Barney Stintons teacher in fashion affairs! :whistling:
  11. But the intension of the mod is clear to prevent players from unisex behavior of the game. If a user wants the unisex behavior, than he just dont use the mod. I wouldnt integrate this in my main mode, but offers a "DLC" for my overhaul and one for the vanilla game, where male-/female-outfits are swapped. The DLC wouldnt do anything else. If a user dont want unisex he just overrides my mode and/or the vanilla game with that DLC.
  12. Hallo @ all, its some years ago when i played FNV. So when i started Fallout4 i was somehow suprised about the behavior of the game to ignore completely the gender of the actors. Perhaps it is so, to fulfill political correctness, or something like that, i dont know. What i know is that i dont like that behavior. I have no problems with the sexual orientation of other people. But for me i know, that i am a hetero. I know and dont believe this, because i ve tried that out. So my idea is to change somehow this behavior of the game. I want to start with the outfits. I want to make a crossover of similar outfits. Let me make an example: If a male PC wears a tuxedo, than it is a tuxedo. But when he give this tuxedo to an female NPC and equip her with the tuxedo, then it is tranformed to a feathered dress. When a male PC kills a NPC and take her slinky red dress and put it on, then it turns to a clean black suit. I want to realize that behavior simply with changing the pathnames of the meshes entries of AA-armor-records of male /female meshes. Therefore i will just take the pathname of the OutfitF of a male dress and swap it with the coresponding female dress. Now the question is, could this changes cause some problems or is something like that safe to use?
  13. That isnt bug-using, why should it be? OoooooK, not a console hack, then it is what? Magic? :laugh: Well i do that the way i ve described, not because i didnt know about the hacks, you are using, but because i believe the hacks are much more dangerous, to get an unstable save game, then my way. Its take much more effort as the quick and dirty way, yes of course, but it is absolutely stable. And i ve made really huge settlements with that. 100% stable with no performance lags at all. The only problem you have is, that by increasing the number of objects you place in a settlement, you increase also the size of your saves and the loading time to load this cells. But this depends not by the way you used to place the objects, but simply from their amount.
  14. For me to complex. Just make a file that contains only: hlp NameOfYourModWithALongName.esp save the file as M1 without extension and just enter "bat m1" if you want to restart your mod. Why should i use a script for that?
  15. Or you just wait 2 ingame days, without (and thats important) entering this area. If the corpses are "decoration" they respawn to their original positions. If they are killed random enemy, their corpses will be cleaned up by the engine automatically - so nothing more to do. Just GO AWAY and STAY AWAY for 2 days. If you enter the area before the 2-days-timer is down, the timer will be reseted and the countdown starts over again.
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